﻿Shader "Unlit/WaterPoint"
{
    SubShader
    {
        Tags{"Queue" = "Transparent"}
        Pass
        {
            Tags{"LightMode" = "ForwardBase"}
            Blend SrcAlpha OneMinusSrcAlpha   
            
            CGPROGRAM
            
            #pragma vertex vert
            #pragma fragment frag 
            #include "Lighting.cginc"
            #include "AutoLight.cginc"
            
            sampler2D _MainTex;
            float4 _MainTex_ST;

            struct v2f{
                float4 pos : SV_POSITION;
                
            };

            v2f vert(appdata_base v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                return fixed4(0, 0, 0, 0);
            }
            ENDCG
        }
    }
    FallBack "Specular"
}
